Sebastián is an autodidact and passionate developer with a wide array of videogames and software creations under his belt. His initiative has led him to learn multiple programming languages by himself since his initial steps at the early age of 15 years old. He’s an expert in C# and the Dot Net Framework. He is capable of learning new technologies very fast, loves problem solving, he’s very curious and takes each new challenge as an opportunity to learn something new. He’s a perfection seeker and loves to think about new solutions for daily problems.

Mastermind, Director, and Designer of C++ Platform Game Engine that was used for Vascolet 2. The engine allowed the definition of all game characters with all their behaviours, the maps and rules of the game, animated backgrounds with parallax scrolling, intelligent camera and auto-camera system, all this with a custom own script.

Created a very useful and customizable 2d character animation application that was used for every character animation in Vascolet 2.

Created a Dot Net application to generate image atlases and sprite libraries. This tool was used in the development process of several games, including Vascolet 2.

Director, Producer, GameDesigner, Artist and Gameplay Programmer for the game Garra Fútbol.

Mastermind, Director and Designer of C++ “Garra Fútbol” Engine. The engine allowed the definition of several qualities for each soccer player such as its Artificial Intelligence and moves. It also allowed the definition of game rules with the aid of an internal custom script. (in 2014 this game was ported to IOS changing its name to “Pixel Cup Soccer”)

Programmed an ActionScript Gameplay Api that was capable to summarize certain repetitive practices, providing a lot of services for common purposes (Entities and Helpers).

Mastermind, Director and Designer of C++ Fighting Game Engine used for the game Super Vampire Ninja Zero. The engine allowed the definition of each fighter’s Artificial Intelligence with qualities such as to defend themselves, take positional advantages and make effectives attacks routines.

Created Dot Net Application to convert animations from “Mugen” file format into another custom file format for easier consumption. The application was used for the animation and collision information at Super Vampire Ninja Zero and Garra Fútbol.

Level designer for various games, using some standard maps editor like “TileStudio” or “Tiled” and some other custom levels that where defined directly in code.

Designed and Implemented a game interface system that allows him to create Dialogs and Popups with menus, selectors, checkboxes and several other custom controls (example gif)

Designed and implemented a CutScene Engine capable that supports dynamic texts, effects and character motions to name a few.

Created Dot Net application to edit tilesets created in “Tiled”

Participated at Global Game Jam event, where in less than 48 hrs his team created the game Para Para Paranoid, programmed entirely by Sebastian using his own C# gaming engine.

Created a simple prototype about a remake of the Street Fighter 4 pirate famicom version, to test his own made Fighting Engine. (example_gif link)

Programmed a Dot Net per-pixel console render, that is capable of drawing images with approximate colors and animate them to do custom interfaces more easily.

Self taught to program in plain old C and programmed a Nintendo DS game: RetroWars DS. It became very popular at the homebrew community, and it was created entirely in two weeks. Technical challenges: The game has no floating points arithmetic and was programmed without using a single malloc instruction)

Created an anaglyph 3d render to create “real” 3d games that are seen through red & cyan glasses.

Created lots of simple applications for daily use, such as a ToDo Manager, Trivial Decision-Helper, batch custom algorithms on images, etc

Created a lot of game demos and examples using his own engine: a 2 players vs Tetris game, a raster racing example, simple snake game made in less than 1 hour, and some more examples.

He programmed his own Game Engine. It includes a custom scripting language and a custom powerful particle system. The engine has been architected with an abstraction layer that decouples all API functions from game-specific code.

Created a random labyrinth algorithm, capable of placing doors and their keys in valid challenging locations.

Created RetroWars, a vertical shooting game that runs on multiple Microsoft platforms: Win, XBOX360 and Zune.